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Vectorworks, Inc Employee
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Posts posted by Selin

  1. @grant_PD you are seeing only that wall in exported document because you're exporting Selected Objects on Active Layer. That option will export selected objects ONLY. You must've started your export with one of the "All Visible Objects .." options if you are 'losing' geometry.

    By doing that, you are updating a Geometry null object (previously sent with all VW objects) in Cinema 4D to be a Geometry null that only has selected objects. Merging algorithm thinks you don't want the other objects anymore because you didn't include them in your scene. This is equivalent to deleting all the other objects. If you start with All Visible xxx and want to see all of them in export at all times, keep that setting the same during export. The way it is, you are not only changing a wall in the scene, you are changing the exported scene itself. 

    The reason your way doesn't 'delete' geometry is because when you are merging a saved file and a new file, those scenes and Geometry objects and the objects under that are different, with different IDs. We're not updating the same scene in that case, we are merging two different scenes.



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  2. 13 hours ago, Mark Aceto said:

    @Selin what's your recommendation for exporting from Cinema (to be imported to VW)?

    Hi @Mark Aceto, we suggest OBJ, SketchUp or 3DS. These come in to Vectorworks as complete meshes with correct normals.

    If you're having trouble with the sizes of the files, check out Modify->Simplify Mesh on big meshes. It can significantly reduce mesh size without compromising the look or normals.


    I would also suggest looking into importing textures separately from .c4d files using Import Cinema 4D Textures. If you edit them in Vectorworks they become VW textures, but if you don't they live in the VW document as C4D materials, with all the settings from Cinema 4D, and they work great with export.

  3. On 1/6/2021 at 7:17 AM, grant_PD said:

    "Send to Cinema" is indeed buggy.  Sometimes it works, sometimes it does nothing.  On days when it works,  it is a great workflow. 

    Hi @grant_PD, could you please report a bug with specific issues and attach a test file so we can fix them for you? Send to Cinema command should display a scene organization dialog, and when you accept that dialog Cinema 4D should start up with the exported scene. I have never seen this command do 'nothing' so I'm interested in how you reproduce. 


    On 1/6/2021 at 7:17 AM, grant_PD said:

    When opening the saved .c4d file you will get a master Null under which all exported geometry will reside.  If you have an auspicious day and Send to Cinema is working, and you choose to update the Cinema file all geometry under that Null will be replaced with the incoming geometry.  And consequently any changes you have made inside of Cinema will be gone, therefore I recommend the shuttle file method. 


    Export to C4D is different than Send to Cinema4D, in that it will only save the exported file on the disk. It will not provide a 'working file' where you can keep merging incremental changes like the Send to Cinema command. In fact, starting with an exported .c4d file and then using Send to Cinema 4D will create two completely different files and merging is not guaranteed. If you start by the Send to Cinema command, then we will be working on the same file and can merge the changes. In that case, your geometry shouldn't be replaced, it should be merged.




    You folk probably already know these but I wanted give some simple tips for merging files to work seamlessly:

    • Send to Cinema 4D functionality was overhauled a few versions ago. You can now choose different scene organizations from the export options dialog that pops up. Choose one that's most useful for your case and use the same scene organization throughout the session. For example, using Sort by Class in the first send and Sort by Texture later will break the merge.
    • Changing object types will break the merge. For example, converting objects to symbols, grouping/ungrouping them etc.
    • Changing scene hierarchy in Cinema 4D might break the merge. i.e. merging multiple poly objects resulting from exporting a wall, moving Null objects around in the document etc.
    • Sorting by Texture is great if your workflow includes replacing VW materials with C4D materials.
    • If you change the option Export Symbols as Render Instances in between merges, that might break the links with symbols. 
    • If you sort by class or material, changing the class name or material name might break the merge.
    • If you sort by class, Vectorworks layers are translated to Cinema 4D layers
    • Vectorworks classes become Cinema 4D layers if you don't sort the scene by class
    • Changes in which software will take precedence during merging is controlled by Update Merge Options dialog that opens in Cinema 4D. For example, if you turn on Materials option from this dialogue, changes made to textures in Vectorworks will override changes made in Cinema 4D. Usually it's a good practice to keep geometry changes in VW and material changes in C4D.


    PS. Thanks @zoomer for raising this issue. I will test this on my end, but could you send me a file where you can reproduce reliably?

    • Walls with Windows and Doors in Wall, when copied and moved in VW, did

      disappear in C4D or some Geometry which exports fine to Twinmotion or

      anywhere else by C4D or FBX, will appear in C4D Viewports, but disappear

      in C4D Rendering, no matter how hard I tried to repair/delete/reimport.

      If that gets too much, you may better start from scratch.


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  4. Vectorworks has a built in Cloth shader under Reflectivity>Cloth. This shader is based on Cinema4D's Irawan(Cloth) shader model. 

    Cloth presets define the weave pattern of certain fabrics, and you can fine tune the irregularities, shine properties of the cloth to get a velvet look. You can also add a Noise shader on top to get an overall rough feeling, and/or an Image shader for a pattern. I hope this helps.

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  5. I've looked deeper into this and it is actually working as designed. Data visualization overrides the appearance of all objects. Because instances adopt the appearance of symbol definitions rather than the overrides, if we ignore data visualization and let export create instances, they use the color of symbols pre-data viz. Though plain geometry still uses data viz. colors. This creates a mixed effect that is wrong in any way. For data viz. to be rendered correctly, we need to disable instancing.

    Sorry for the confusion. When we can't have both, accurate renderings and exports are higher priority than file organization and other optimizations.

    I suggest turning off data viz. for symbol heavy exports like this and achieving your 'override' effect by modifying the symbol definition directly from Cinema.

  6. 16 minutes ago, VectorBits.org said:

    Also suffering with this issue. It seems to happen only with boolean solids objects that are clip-cubed in renderworks. 

    Yes. This issue will be fixed in the next version. Sorry for the inconvenience.

    • Like 1
  7. A little update on the issue. So, in terms of Renderworks, the behavior for the Esc key hasn't changed. However, apparently because of OS updates, Renderworks doesn't know the key is pressed now. This issue will be solved in the next version, sorry for the inconvenience. 

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  8. On 5/9/2019 at 7:11 PM, Andy Broomell said:

    If I turn off Image Effects on the viewport the bug goes away.


    Is this something slated to be fixed? I'm not sure if this is related to the bugs @Selin listed above, or if it's something different.

    Yes, @Andy Broomell This is a known bug assigned to engineers who worked on the Image Effects task. 

    I pushed both for image effects and the OpenGL black background bugs to be fixed in SP4 but I'm not certain. They're both out of my hands now.

    @SNOJNKY this is a RW viewport and your image compression is set to PNG right? If so, this sounds like the hard to reproduce black RW VP bug. When you get the black viewport once, can you still use other Renderworks features? (Like successfully creating a texture)

  9. 2 hours ago, Kevin McAllister said:


    I don't think its the infamous "black viewport" issue in a traditional sense.


    Yes this is different. The infamous 'black viewport' issue is when a Renderworks viewport consistently produces a fully black rendering. This one is in OpenGL and you can actually see the geometry rendered. Just the background is black.

    @halfcouple Do you see the background in the design layer? 

  10. Have you tried using an image bump shader with displacement or parallax? If not, try a pebble image with parallax first. Displacement might look better but it'll take considerably longer time to render.

  11. Hi @Zeno this looks like a Renderworks viewport. This is because we use C4D's (also CineRender's) boolean objects in RW to do clip cube, and they don't work well with normals. The geometry either looks faceted or too rounded sometimes. It also relates to normals and winding order not being too reliable in VW.


    OpenGL viewports shouldn't have this problem though.

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